Halo Wars 2 game download are real-time the whole game of strategy in the universe of Halo. This is the sequel to the published in 2012. Halo Wars. This title was announced in 2015 during the Gamescom fair, where we learned that the game is running 343 Industries Studio and the creator of Total War series immensely popular, as the Creative Assembly team.

Real-time strategy is one of the few genres still migrate en masse to consoles. The gamepad is capable of many exploits, but the dexterity allowed by a mouse and a keyboard kept the PLUS RTS titles firmly to the PC. After all, it’s a painstaking old deal being the commander-in-chief. With Halo 2 Wars, Microsoft takes another shot at the push of the genre on the console. The developer of the first game, Ensemble Studios, once produced the Venerable Series of Empires on the PC, but the Halo Wars proved to be his final project before closing. For the rest, the Veteran Total Creative Assembly is seated at the controls. Two promoters whose strategic pedigree is the above question will now have provided input to the first RTS franchise console. Great expectations indeed.

But although I am someone who has spent a lot of time with the previous games of the Creative Assembly, I failed to notice that the studio carve hand during my time with Halo Wars 2. A War Transformation Total this is not more certainly. It is a strategy game of his foot firmly in the StarCraft camp and for which use on the absolute priority of console remains despite a simultaneous output planned on the PC.

The essential will be familiar to those made aware with the old school strategy. The resource collection, army building and resistance type unit are the highest priorities of the game. HW2 is not concerned with the positioning, height and details of army formations as the series of Total War are. The composition and competent micro is what matter most. The result is a series of constantly moving skirmishes that will have a familiar welcoming character for those who once made Amateur Command and Conquer and Totalize Annihilation many moons.

This was my experience of the game team deathmatch mode: a kind of Supreme Minimalist Commander in which aggressive expansion is rewarded and the pursuit of super-units encouraged. The cachets of the kind on the PC are here. Multiple sites are available for actors to build new foundations. The existing database update opens higher technology trees and more advanced units. Actors must choose between early strike at the expense of long-term economic benefits or retention in the hope that their opponent will not strike first.

However, certain elements, as in the original Halo Wars, are reduced. The bases are built in a fixed formation, relieving the actors of responsibility of urbanism. Biological units are created in easy-to-selection teams. The pace is deliberately slower than StarCraft 2, with most units, the same aerial, traveling at a trackable pace.

The result is a multiplayer mode that feels functional on the console. As a PC loyal I was amazed how the Xbox controller got up on occasion. The game of using the controller even took into account the strange piece of micro magic. Peeling back units to keep them alive is entirely possible, although without the flair of performing a similar task using a mouse and a keyboard. Every inch of the controller does something useful, which is, of course, by complete necessity.

Inevitably, the strength of an actor becomes greater and the management task grows with it. The final stages of my multi-actor incursions were a messy combination of choosing technological trees, controlling production and trying to choose an entire army next to my giant beetle. Without the use of control groups, this can be irritating. PC controls allow actors to become the sprawling octopus general; The Xbox controller only allows for a single grips arm.